Good luck have fun: The need for video game pedagogy in teacher education

Abstract In education, the shift to emergency remote teaching found teachers working to increase student engagement in the online environment while still relying on face‐to‐face pedagogical approaches in the absence of sufficient Professional Development opportunities (DeCoito & Estaiteyeh, 2022...

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Main Author: Tasha Richardson
Format: Article
Language:English
Published: Wiley 2025-03-01
Series:Future in Educational Research
Subjects:
Online Access:https://doi.org/10.1002/fer3.68
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author Tasha Richardson
author_facet Tasha Richardson
author_sort Tasha Richardson
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description Abstract In education, the shift to emergency remote teaching found teachers working to increase student engagement in the online environment while still relying on face‐to‐face pedagogical approaches in the absence of sufficient Professional Development opportunities (DeCoito & Estaiteyeh, 2022). In response to the growing interest in video games in education, this article reconsiders the data collected for a single case of primary/junior preservice teachers (PTs) enrolled in a science education methods classroom to answer (a) How can video games be used as a learning object in a teacher education program? (b) How does using a video game in a science education class impact PTs' intent and understanding of using video games in their future classroom? (c) How PTs can be supported to understand how video games can be used? Results found video games acted as significant springboards for learning as PTs worked together to make meaning of STEM and reflected—both during and after gameplay—on video game use with their future students. Additionally, exposure to digital game‐based learning increased both intent and confidence of using video games as deep learning objects for their future classrooms. Recommendations and implications are discussed regarding the introduction and integration of video games in a teacher education program.
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spelling doaj-art-f66c5df0dc044ff89799181d666203eb2025-08-20T03:41:15ZengWileyFuture in Educational Research2835-94022025-03-013116718610.1002/fer3.68Good luck have fun: The need for video game pedagogy in teacher educationTasha Richardson0University of Toronto – Ontario Institute for Studies in Education Toronto ON CanadaAbstract In education, the shift to emergency remote teaching found teachers working to increase student engagement in the online environment while still relying on face‐to‐face pedagogical approaches in the absence of sufficient Professional Development opportunities (DeCoito & Estaiteyeh, 2022). In response to the growing interest in video games in education, this article reconsiders the data collected for a single case of primary/junior preservice teachers (PTs) enrolled in a science education methods classroom to answer (a) How can video games be used as a learning object in a teacher education program? (b) How does using a video game in a science education class impact PTs' intent and understanding of using video games in their future classroom? (c) How PTs can be supported to understand how video games can be used? Results found video games acted as significant springboards for learning as PTs worked together to make meaning of STEM and reflected—both during and after gameplay—on video game use with their future students. Additionally, exposure to digital game‐based learning increased both intent and confidence of using video games as deep learning objects for their future classrooms. Recommendations and implications are discussed regarding the introduction and integration of video games in a teacher education program.https://doi.org/10.1002/fer3.68learning objectsSTEMteacher educationTPACK‐Gvideo game pedagogy
spellingShingle Tasha Richardson
Good luck have fun: The need for video game pedagogy in teacher education
Future in Educational Research
learning objects
STEM
teacher education
TPACK‐G
video game pedagogy
title Good luck have fun: The need for video game pedagogy in teacher education
title_full Good luck have fun: The need for video game pedagogy in teacher education
title_fullStr Good luck have fun: The need for video game pedagogy in teacher education
title_full_unstemmed Good luck have fun: The need for video game pedagogy in teacher education
title_short Good luck have fun: The need for video game pedagogy in teacher education
title_sort good luck have fun the need for video game pedagogy in teacher education
topic learning objects
STEM
teacher education
TPACK‐G
video game pedagogy
url https://doi.org/10.1002/fer3.68
work_keys_str_mv AT tasharichardson goodluckhavefuntheneedforvideogamepedagogyinteachereducation